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Get the dimensions from the texture instead of the image in texture_get_uv_rect of the material cache. This fixes some of the uv related issues on the webgl backend.
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@ -93,8 +93,8 @@ Rect2 PropMaterialCachePCM::texture_get_uv_rect(const Ref<Texture> &texture) {
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return Rect2(0, 0, 1, 1);
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}
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float w = image->get_width();
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float h = image->get_height();
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float w = tex->get_width();
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float h = tex->get_height();
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region.position = Size2(region.position.x / w, region.position.y / h);
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region.size = Size2(region.size.x / w, region.size.y / h);
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